
Jennifer Allen over at Resolution Magazine in the UK was gracious enough to forward a link to an article, in which writer Mark Raymond discusses likely reasons why the recent Enslaved: Odyssey to the West has underperformed spectacularly, as some would say.
It's a very well-written piece and exactly sums up my own thoughts—specifically that the buy-in price of $60 is much too high for a game which is known to be a "one time through" kind of experience, in addition to its status as an unfamiliar IP.
If you ask me, this situation with Enslaved was exactly the sort of instance when the industry should have rolled out a lower price point to reflect the relatively small amount of content on the disc, in addition to enticing more people on a budget to take a risk on something that they may or may not like. As much as I hate to say it, $60 is just too much for a game of this sort and as a critic, I would've had a much easier time recommending Enslaved if it had launched at $30 or even $40.
It sucks to factor economics into the critical equation, but that's just real life. I sincerely hope that the industry will snap out of this one-price-point-rules-them-all mentality and realizes that the people buying their games aren't made of money.
Speaking of new IPs, today Atlus announced a brand-new one: The Cursed Crusade. Not much is known about it, but it seems as though they might be trying to capitalize a bit on the success of their recent superstar (and my game of the year for 2009) Demon’s Souls… And you know what? That would be absolutely all right with me. Check out the debut trailer below and see what you think. It's certainly got my attention.








60 bucks, a necessary evil.
Hey Brad, I agree not all games are not 60 dollars. Would I pay 60 dollars for Enslaved, even though I want it? Probably not. Is it still a quality game? I think it most likely is.
But I would argue that want publishers start taking a stance where they price a game at less than 60 dollars, maybe even 40 dollars if we are lucky, what is keeping them from pricing a game like Castlevania: LOS, at 70 dollars, because of the amount of content it offers. Better yet, why not sell Morrowind for 100 dollars because it offers 200 hours of content. The logic behind the argument still holds.
One could argue that, well, 60 dollars is the upper limit of what a game should cost, though you can not back that up with the same logic one used in the argument to about having prices less than 60 dollars, because there would be no reason to have a cap besides just having an artificial limit because that is the most you want to pay.
Honestly, I would rather games just come out at 60 bucks and if you know it is one time through and no multiplayer, then just wait. Wait for the price to come down. I would rather see Enslaved at 60 dollars than Morrowind at 100 dollars.